|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Creature — Spirit
When Spell Queller enters the battlefield, exile target spell with converted mana cost 4 or less.
When Spell Queller leaves the battlefield, the exiled card's owner may cast that card without paying its mana cost.
Spell Queller Discussion
3 weeks ago
Phantasmal Image is another excellent choice, usually you'll want to copy your lords, but against the aforementioned prison decks, copying Noble Hierarchs helps out a lot too.
3 weeks ago
Smothering Tithe - A great 'pay to play' card, and you'll ramp like crazy if they don't.
Rhystic Study - If they don't pay, you draw... they'll pay.
Thief of Sanity - Thievery + some mill, all in a nice evasion package.
Mnemonic Betrayal - This is just too good, cherry pick all your opponent's best spells they've played.
Desertion - Counter the threat, get the threat.
Paradox Haze - Double up on your commander's ability.
Emergency Powers - Great for resetting what is in someone's hand or your own. Addendum is gravy on top if you have nothing else to play during your main.
Supreme Verdict - Just a great wrath spell.
Rewind - Counter and keep the mana open.
Unwind - Sure it only works for noncreature spells, but there will be plenty of those around.
Wrath of God - The original.
Celestial Dawn - Makes casting opponent's spells with your commander just too easy.
Cascading Cataracts - Indestructible color fixing.
Revel in Riches - Mana fixing + a win-con if you get lucky.
Lightning Greaves - Protect what matters most.
Swiftfoot Boots - More protection.
Sun Titan - This guy is a beast, sometimes he'll only do a small bit, other times he's your golden boy. Cool little combo: Use Mirage Mirror to copy a sacrifice artifact like Mindslaver , use the sacrifice of the copied card, then bring Mirage Mirror back with the titan.
Paradox Engine - Use artifacts to pay for spells, then untap them to pay for more.
Darksteel Forge - With all your artifacts you're running, this lets you play your wraths without any fear.
Cards to consider ousting:
Blood Baron of Vizkopa - It's good, but won't be active all that much as a 10/10.
Deadeye Plunderers - Lackluster.
Merieke Ri Berit - Without a way to abuse untapping her she can under perform.
Nightveil Predator - Doesn't do as much for you as it could.
Odric, Lunarch Marshal - You're not strictly a combat deck.
Spell Queller - I like this card, but in commander it's just too fragile.
Traxos, Scourge of Kroog - He's not horrid.
Walking Ballista - Just not got for this deck.
Wrexial, the Risen Deep - Too slow, by this point you should be focusing on control with your commander.
Displacement Wave - You're putting in better.
Mind's Desire - You're just not build for this card.
Illusory Gains - Really depends on your play group.
Dimir Locket - The signet is better.
3 weeks ago
> weird mashup of ramp into semi-big threats with suboptimal control elements.
That's actually a great definition of what Ponza is all about! I usually describe the deck more like "aggressive ramp into bulk rares that you would never expect could be good in Modern, with an overlay of annoying mana-denial Control", but yours will certainly do. The thing is, it works surprisingly well in many metas.
> besides fetchlands, what activated or triggered abilities are you hoping to stop with Repudiate / Replicate
I actually laid that out in the deck description, but in case you missed it here it is again:
- Opponent transforms a Thing in the Ice? Repudiate the triggered ability and our team stays on the field.
- Opponent wants to make us sac' a creature with Lili, put a Terminus on top with Jace, or ultimate whatever random Planeswalker they have? Repudiate the activated ability and we've totally turned the game around.
- Opponent tries to Modular a ton of +1/+1 counters onto their attacking Inkmoth Nexus, wipe our board with an Oblivion Stone, Equip a Batterskull, Crew a Smuggler's Copter, etc, etc, etc? Repudiate gives us answers (or at least options) we never had in 'normal' Ponza.
Here are more details though, looking at the top meta decks in turn ...
- UR Phoenix: Often game-changing vs. trigger of Awoken Horror . Often good vs. triggers of Snapcaster Mage and Arclight Phoenix .
- Dredge: Often game-changing vs. trigger of Bloodghast and Narcomoeba (if opp has multiple Prized Amalgam in the graveyard) or Prized Amalgam (if there's only one). Often good vs. triggers of Creeping Chill and Stinkweed Imp , and activated ability of Shriekhorn .
- Tron: Often game-changing vs. -X of Ugin, the Spirit Dragon or activated ability of Oblivion Stone . Often good vs. triggers of Wurmcoil Engine , Ulamog, the Ceaseless Hunger , activated ability of Walking Ballista , Expedition Map , and Relic of Progenitus , and -3 of Karn Liberated .
- Humans: Often game-changing vs. trigger of Kitesail Freebooter , Meddling Mage , Phantasmal Image , and Reflector Mage , and activated ability of Aether Vial . Often good vs. triggers of Champion of the Parish , Noble Hierarch , and Thalia's Lieutenant (plus Anafenza, the Foremost , Deputy of Detention , Kambal, Consul of Allocation , and Sin Collector , if they have them).
- UW Control: Often game-changing vs. actived ability of Celestial Colonnade . Often good vs. +1 (since they're tapped out the next turn) and -3 of Teferi, Hero of Dominaria , and 0 of Jace, the Mind Sculptor (if we think they have a Terminus ).
- Burn: Often good vs. trigger of Monastery Swiftspear and Eidolon of the Great Revel , and activated ability of Grim Lavamancer .
- Hardened Affinity: Often game-changing vs. Modular of Arcbound Ravager and trigger of Hangarback Walker , and activated ability of Inkmoth Nexus . Often good vs. triggered ability of Arcbound Worker , and activated ability of Walking Ballista , Steel Overseer , Welding Jar , Animation Module , Throne of Geth , and Blinkmoth Nexus .
- Grixis Shadow: Meh. Perhaps good vs. trigger of Snapcaster Mage or activated ability of Mishra's Bauble .
- Amulet Titan: Often game-changing vs. trigger of Primeval Titan . Often good vs. trigger of Amulet of Vigor , Trinket Mage and Bojuka Bog , and activated ability of Walking Ballista , Engineered Explosives , Gemstone Mine , Ghost Quarter , Slayers' Stronghold , and Sunhome, Fortress of the Legion .
- RG Rock: Often game-changing vs. +1 and -2 of Liliana of the Veil , +1 and -2 of Liliana, the Last Hope . Often good vs. triggered and activated abilities of Kalitas, Traitor of Ghet , triggered abilites of Tireless Tracker , and activated ability of Scavenging Ooze , Hissing Quagmire , and Treetop Village .
- Whir Prison: Meh. Perhaps good vs. trigger of Bottled Cloister and activated ability of Engineered Explosives , Mishra's Bauble , Tormod's Crypt , Welding Jar , and Inventors' Fair .
- Old-school Affinity: Often game-changing vs. Modular of Arcbound Ravager , Equip of Cranial Plating , and activated ability of Inkmoth Nexus . Often good vs. trigger of Signal Pest and activated ability of Welding Jar and Blinkmoth Nexus .
- Ad Nauseum: Meh. Perhaps good vs. activated ability of Simian Spirit Guide .
- Spirits: Often game-changing vs. trigger of Phantasmal Image , Reflector Mage , and Spell Queller , and activated ability of Mausoleum Wanderer and Aether Vial . Often good vs. trigger of Mausoleum Wanderer , Noble Hierarch , Rattlechains , Geist of Saint Traft , and Deputy of Detention , and activated ability of Selfless Spirit .
All that said, it's clear that in many cases a 2-mana counterspell (e.g., Negate or Mana Leak ) is better than a 2-mana stifle effect ... certainly UW Control has found that to be the case! What's not clear to me yet is if that's the case in UG Control as well ...
4 weeks ago
4 weeks ago
Hello All! I have a foil MM17 Scalding Tarn . The card is NM and pictures are available upon request.
I'm looking to trade it for a non foil Zendikar Scalding tarn. This must be included into the trade.
Other cards I would be interested in as filler would be
1x Emrakul, the Aeons Torn ROE
2x Electrolyze GPT
4x Serum Visions 5DN
1x Sphinx's Revelation RTR
Also I have other cards I am looking to swap editions for.
2x Hallowed Fountain RNA and am looking for 2x DIS editions.
2x Steam Vents RTR and am lookin for 2x GPT versions.
1x Sacred Foundry RNA and am looking for 1x RAV edition.
4x Cryptic Command MM15 and am looking for 4x lorwyn editions.
4x Flooded Strand KTK and am looking for the ONS counterparts
1 month ago
Thanks! I pretty much own all of it, too, which makes it tempting to build. I'm missing 4 Spell Queller , 2 Settle the Wreckage , Esper Charm , Seachrome Coast . It feels way better than Grixis these days.
The 2 Creeping Tar Pit are bad enough for tapped mana. And I never want 6 lands in play for Colonnade. And fast lands are nice to save some life vs the aggressive meta.
Since you play BGx, do you have any ideas for approaching the grindy decks? This morning I remembered that I'm in the colors for Lingering Souls , which could be decent sideboard tech vs UW and BGx. The grixis Snapcaster Mage / Kolaghan's Command engine was so good in those matchups, but without it I think I'm unfavored.
1 month ago
Heroic Reinforcements , like Jeskai Charm , is probably a bit too cute, but also allows for a swing of 9 points of damage with either just Hero or Pyro out. Like snappy, I think it is worth testing at least.
As someone who has also played Geist of Saint Traft and Spell Queller in the same deck, I agree it can be awkward sometimes. But usually I find that it is highly situational on which is the correct to play. There is no hard rule about which one you should play on turn 3 as it'll depend on a lot of factors, your opponent's board state and deck for example, on which is going to end up being correct. Also, Geist excels mostly against combo decks and is still an extra, and I'd say necessary threat, against control.
Eidolon of the Great Revel is an interesting sideboard card and probably worth considering if Storm's meta game share goes up. Same with Render Silent , it's a personal favorite of mine in EDH as well.
I love discussing decks and card ideas with people, we may not always agree on everything, but it is always worth figuring out what cards are worth testing or not, especially with a brew like this.
1 month ago
I definitely support you experimenting in over ! I think that the aggro potential in Jeskai is often overlooked and the color combination just gets clumped in with control too often. Maybe rightfully so, as many of the cards support a more controlling play style, but there is also the potential to be a glorified burn deck at times.
That said, I know that you felt Snappy may feel a bit slow for this deck but I highly suggest trying him! For this type of deck, he is NOT a four of, I'd suggest 2 or 3 though. Access for both Bolt and Helix just allow you to quickly slam through a minimum of 6 points of damage quickly... Plus then factor in playing several copies of Boros Charm and you're talking a lot of upside for Snapcaster. Again though, I would not recommend 4 with such an aggressive list.
In regard to Heroic Reinforcements , I don't know how I feel about this one. It makes sense, however, by itself it's extremely inefficient. If you don't have a token producer in play, I'd assume it would just feel very underwhelming... and considering how much removal is in the format I don't think I'd bet on a 2/1 lasting more than 2 or 3 turns to consistently enough support Heroic Reinforcements . The way I see this deck winning is by going quickly and making 2 or 3 tokens, then burning out the opponent for the last 7-10 life points. A 4-drop that at worst makes two 2/2's doesn't seem strong enough.
The Path to Exile argument is very fair, I'd suggest keeping an eye on it though. Might feel like too many, especially if you decide to add in a few snaps. Understandable reasoning though!
I also wanted to ask you about a few other creatures, namely Spell Queller and Geist of Saint Traft . As someone who has extensively played both of these cards, and tried to play them in the same list before, the end result also seems... exceptionally clunky. Both being 3-drops can determine how the game goes, as Spell Queller is reactive and Geist is proactive. They want to do different things and don't often play well with one another. They can be great together, but most of the time when you have one, you don't want the other since it tries to make you change the game plan that was originally set up. Also, I'd suggest putting Geist in the main if you want to run him. Board wipes are his worst enemy, and after game one against a deck like yours, you'll see a lot more board wipes post board. Spell Queller does great against board wipes since it exiles the spell (think Supreme Verdict ) and can stall out for tokens when the a sweeper is introduced.
Also for the side, you may want to consider running Eidolon of the Great Revel or Render Silent . I've got a feeling storm will be one of your worst match ups, and both of those cards just HOSE storm players. It's a ton of fun for those matches to sit with some shields up! I'll be on a bit later tonight and the weekend, so we can keep going over other cards as well and my opinions on stuff. I like how it looks though so far!
Keep in mind, everything I say is an opinion and I'm not trying to force anything.... I just like going over reasoning behind cards and ideas with other people, feel free to ignore anything I say!
Spell Queller occurrence in decks from the last year
All decks: 0.16%
Commander / EDH:
All decks: 0.0%